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Ideas on balancing the economy?[message #311759] Sat, 03 November 2012 20:02 Go to next message
yupper

 
Messages:44
Registered:October 2012
I use the 'Drop All Loot' mod (DAL), because I think it's completely unrealistic that enemies only drop their guns only 30% of the time. The problem is that it completely imbalances the horribly broken economy, even though I've edited the mod so that armour and clothing will not automatically drop. In spite of that, I am half way through the game and already have more than over one million dollars, and stuff just keep accumulating because even though I've doubled, tripled, and even quadrupled tradermoney value, at some point they still run out of money to buy all my junk. I am trying to figure out a way to 'balance' the economy with the limited modding options we have.

1) I commented out all equipment drops in the DAL mod except for weapons, so I have to buy armour.
2) I am spending money to buy stuff to gear my useless militia.
3) I edited the sectors so only those with airports, harbour, the gas station, mines, and San Mona will generate daily income (I am thinking of reducing the income value for these sectors).


The problems that persist:

- loot and junk accumulates, and I can't destroy anything (1.13g). This is the big one for me.
- selling items to traders generate a few issues. The first is that it is counted in the 'desired item count', so if you sell a bunch of damaged spectre vests to a trader that normally spawn them, the trader will stop spawning new spectre vests, and they never refresh their inventory so items just accumulate there as well.
- we can't edit the vendor buying markup price to reduce the price of items we sell to them.
- 2 patrols are sent out from Meduna each day, and they are completely useless other than to add more junk that you already have problem liquidating. I wish we could edit the numbers and frequency of these patrols, but we can't (it's also utterly stupid that patrols become tougher and drop better equipments as more time passes and you 'liberate' more sectors. If anything, it should realistically be the other way around.....but anyways).

Any ideas? I think I am going to reduce the number of times you can use a medkit, tool kit, and such items so I'll burn through them faster, maybe make grenades 'one use' like C4 charges. Anything else that we can modify that will affect the economy and the waste problem?

[Updated on: Sat, 03 November 2012 20:20] by Moderator

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Corporal
Re: Ideas on balancing the economy?[message #312523] Mon, 26 November 2012 23:52 Go to previous messageGo to next message
RickMcMaster is currently offline RickMcMaster

 
Messages:6
Registered:November 2012
Edit mercs to cost a million dollars?

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Private
Re: Ideas on balancing the economy?[message #312532] Tue, 27 November 2012 04:10 Go to previous messageGo to next message
knightofni is currently offline knightofni

 
Messages:96
Registered:August 2011
As the above poster said, increase the price for mercs (x10), increase your starting money (x10).

For the junk, you can sell stuff from the inventory screen by using ALT + LMB

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Corporal 1st Class
Re: Ideas on balancing the economy?[message #312544] Tue, 27 November 2012 13:50 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
You're sure alt-selling works in BiA?

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Sergeant Major
Re: Ideas on balancing the economy?[message #312566] Tue, 27 November 2012 22:46 Go to previous message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
How do you increase starting money?
Just having an additional merc at the start would make a huge difference.

knightofni
As the above poster said, increase the price for mercs (x10), increase your starting money (x10).

For the junk, you can sell stuff from the inventory screen by using ALT + LMB

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Sergeant 1st Class
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